timer and leaderboard logic complete
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53
Assets/Scripts/LeaderboardManager.cs
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53
Assets/Scripts/LeaderboardManager.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class LeaderboardManager : MonoBehaviour
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{
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public static LeaderboardManager Instance { get; private set; }
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[SerializeField] private GameObject playersParent; // The parent GameObject that holds the player icons
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[SerializeField] private GameObject playerPrefab; // The prefab for the player icon
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private Dictionary<GameObject, GameObject> playerIcons = new Dictionary<GameObject, GameObject>();
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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private void Start()
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{
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InitializeLeaderboard();
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}
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private void InitializeLeaderboard()
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{
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foreach (GameObject player in GameManager.players)
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{
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GameObject playerIcon = Instantiate(playerPrefab, playersParent.transform);
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playerIcon.GetComponentInChildren<Text>().text = player.name;
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playerIcon.GetComponentInChildren<Image>().color = GameManager.playerColors[GameManager.players.IndexOf(player)];
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playerIcons[player] = playerIcon;
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}
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}
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public void UpdateLeaderboard()
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{
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List<KeyValuePair<GameObject, float>> sortedList =
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new List<KeyValuePair<GameObject, float>>(GameManager.playerHoldTimes);
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sortedList.Sort((pair1, pair2) => pair2.Value.CompareTo(pair1.Value));
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foreach (var player in sortedList)
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{
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playerIcons[player.Key].transform.SetSiblingIndex(sortedList.IndexOf(player));
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}
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}
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}
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